Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
7 changes: 7 additions & 0 deletions Redot-Documentation/Services/DocRendererService.cs
Original file line number Diff line number Diff line change
Expand Up @@ -106,6 +106,12 @@ private static (string Markdown, Dictionary<string, string> HtmlPlaceholders) Tr
@":::warning\s*\r?\n(.*?)\r?\n:::",
match => TransformCallout(match.Value, "warning", htmlPlaceholders, IconConstants.TipsIcon),
RegexOptions.IgnoreCase | RegexOptions.Singleline);
// danger
transformedMarkdown = Regex.Replace(
transformedMarkdown,
@":::danger\s*\r?\n(.*?)\r?\n:::",
match => TransformCallout(match.Value, "danger", htmlPlaceholders, IconConstants.TipsIcon),
RegexOptions.IgnoreCase | RegexOptions.Singleline);
transformedMarkdown = TransformTabsBlocks(transformedMarkdown, htmlPlaceholders);
// Render tabs
transformedMarkdown = Regex.Replace(
Expand Down Expand Up @@ -297,6 +303,7 @@ public static string TransformCallout(
</div>
</div>
</div>
<br/>

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

🎯 Functional Correctness | 🟡 Minor | ⚡ Quick win

Keep spacing in CSS instead of emitting a <br/> after every callout.

Line 306 adds presentation markup to every rendered callout, which can create extra vertical gaps between adjacent blocks and makes the HTML output harder to control. This should be a margin on the callout container in Redot-Documentation/wwwroot/app.css, not a hard-coded line break in the renderer.

Suggested change
                               </div>
-                              <br/>
                               """;
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
<br/>
🤖 Prompt for AI Agents
Verify each finding against current code. Fix only still-valid issues, skip the
rest with a brief reason, keep changes minimal, and validate.

In `@Redot-Documentation/Services/DocRendererService.cs` at line 306, The callout
renderer is injecting presentation markup via DocRendererService’s callout
output, which should be handled by styling instead. Remove the hard-coded <br/>
from the callout rendering path and keep the spacing in CSS by updating the
callout container styles in wwwroot/app.css so adjacent callouts are spaced
consistently without extra HTML.

""";
return StoreHtmlBlock(htmlPlaceholders, transformed);
}
Expand Down
121 changes: 4 additions & 117 deletions Redot-Documentation/docs/About/docs_changelog.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,124 +3,11 @@

The documentation is continually being improved. New releases
include new pages, fixes and updates to existing pages, and many updates
to the [class reference ](doc_class_reference). Below is a list of new pages
added since version 3.0.
to the [class reference](doc_class_reference).

:::note
This document only contains new pages so not all changes are reflected,
many pages have been substantially updated but are not reflected in this document.

:::
This is a brand-new documentation site, so this page is currently empty.
It will be updated over time as we add more content.

## New pages since version 4.3

### 2D

- [doc_introduction_to_2d](../tutorials/2d/introduction_to_2d.md)

### 3D

- [doc_spring_arm](../tutorials/3d/spring_arm.md)

### Debug

- [doc_output_panel](../tutorials/scripting/debug/output_panel.md)

### Editor

- [doc_using_the_xr_editor](../tutorials/editor/using_the_xr_editor.md)

### Performance

- [doc_pipeline_compilations](../tutorials/performance/pipeline_compilations.md)

### Physics

- [doc_physics_interpolation](../tutorials/physics/interpolation/index.md)
- [doc_physics_interpolation_quick_start_guide](../tutorials/physics/interpolation/physics_interpolation_quick_start_guide.md)
- [doc_physics_interpolation_introduction](../tutorials/physics/interpolation/physics_interpolation_introduction.md)
- [doc_using_physics_interpolation](../tutorials/physics/interpolation/using_physics_interpolation.md)
- [doc_advanced_physics_interpolation](../tutorials/physics/interpolation/advanced_physics_interpolation.md)
- [doc_2d_and_3d_physics_interpolation](../tutorials/physics/interpolation/2d_and_3d_physics_interpolation.md)

### Rendering

- [doc_renderers](../tutorials/rendering/renderers.md)

### Shaders

- [doc_shader_functions](../tutorials/shaders/shader_reference/shader_functions.md)

## New pages since version 4.2

### About

- [doc_system_requirements](abt_system_requirements)

### 2D

- [doc_2d_parallax](../tutorials/2d/2d_parallax.md)

### Contributing

- [doc_handling_compatibility_breakages](../Contributing/Development/handling_compatibility_breakages.md)
- [doc_ways_to_contribute](doc_ways_to_contribute)

### GDExtension

- [doc_gdextension_file](../tutorials/scripting/gdextension/gdextension_file.md)
- [doc_gdextension_docs_system](../tutorials/scripting/gdextension/gdextension_docs_system.md)

### Migrating

- [doc_upgrading_to_Redot_4.3](doc_upgrading_to_Redot_4.3)

### Rendering

- [doc_compositor](../tutorials/rendering/compositor.md)

### XR

- [doc_a_better_xr_start_script](../tutorials/xr/a_better_xr_start_script.md)
- [doc_openxr_passthrough](../tutorials/xr/ar_passthrough.md)
- [doc_xr_next_steps](../tutorials/xr/xr_next_steps.md)
- [doc_openxr_settings](../tutorials/xr/openxr_settings.md)
- [doc_openxr_composition_layers](../tutorials/xr/openxr_composition_layers.md)
- [doc_openxr_body_tracking](../tutorials/xr/openxr_body_tracking.md)

## New pages since version 4.1

### C#

- [doc_c_sharp_diagnostics](../tutorials/scripting/c_sharp/diagnostics/index.md)

### Development

- [doc_2d_coordinate_systems](../Contributing/Development/core_and_modules/2d_coordinate_systems.md)

### Migrating

- [doc_upgrading_to_Redot_4.2](doc_upgrading_to_Redot_4.2)

### I/O

- [doc_runtime_loading_and_saving](../tutorials/io/runtime_file_loading_and_saving.md)

### Platform-specific

- [doc_android_library](../tutorials/platform/android/android_library.md)

## New pages since version 4.0

### Development

- [doc_internal_rendering_architecture](../Contributing/Development/core_and_modules/internal_rendering_architecture.md)
- [doc_using_sanitizers](../Contributing/Development/debugging/using_sanitizers.md)

### Migrating

- [doc_upgrading_to_Redot_4.1](doc_upgrading_to_Redot_4.1)

### Physics

- [doc_troubleshooting_physics_issues](../tutorials/physics/troubleshooting_physics_issues.md)
:::
62 changes: 30 additions & 32 deletions Redot-Documentation/docs/About/faq.md
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@ In short:

All the contents of this accompanying documentation are published under the permissive Creative Commons
Attribution 3.0 ([CC BY 3.0 ](https://creativecommons.org/licenses/by/3.0/)) license, with attribution
to "Juan Linietsky, Ariel Manzur and the Godot Engine community."
to "Juan Linietsky, Ariel Manzur and the Godot & Redot Engine community."

Logos and icons are generally under the same Creative Commons license. Note
that some third-party libraries included with Redot's source code may have
Expand Down Expand Up @@ -49,9 +49,10 @@ Also, see [the license page on the Redot website ](https://redotengine.org/licen

Both 32- and 64-bit binaries are supported where it makes sense, with 64
being the default. Official macOS builds support Apple Silicon natively as well as x86_64.

Some users also report building and using Redot successfully on ARM-based
systems with Linux, like the Raspberry Pi.
:::note
Redot does not provide pre-compiled 32-bit binaries for the editor or exported games.
These platforms are considered legacy, and must be compiled from source.
:::

The Redot team can't provide an open source console export due to the licensing
terms imposed by console manufacturers.
Expand Down Expand Up @@ -85,7 +86,7 @@ to [Python ](https://github.com/touilleMan/godot-python) and [Nim ](https://gith

## What is GDScript and why should I use it?

GDScript is Redot's integrated scripting language. It was built from the ground
GDScript is Godot & Redot's integrated scripting language. It was built from the ground
up to maximize Redot's potential in the least amount of code, affording both novice
and expert developers alike to capitalize on Redot's strengths as fast as possible.
If you've ever written anything in a language like Python before, then you'll feel
Expand Down Expand Up @@ -216,13 +217,10 @@ third-party library integrates with Redot.

Since you don't need to actually install Redot on your system to run it,
this means desktop integration is not performed automatically.
There are two ways to overcome this. You can install Redot from

[Scoop ](https://scoop.sh/)_ (Windows), [Homebrew ](https://brew.sh/)_ (macOS)
or [Flathub ](https://flathub.org/apps/details/org.godotengine.Redot)_ (Linux).
This will automatically perform the required steps for desktop integration.

Alternatively, you can manually perform the steps that an installer would do for you:
We eventually plan to create a launcher and project manager to manage Redot installations and projects.
However, this is not ready yet, and we do not have a publicly available version.
For the time being, you can manually perform the steps that an installer would do for you:

### Windows

Expand Down Expand Up @@ -284,6 +282,7 @@ more.

While Vulkan and OpenGL remain our primary focus for their open standard and
cross-platform benefits, Redot 4.3 introduced experimental support for Direct3D 12.
As of 26.2 this support is still experimental and may not be fully functional or optimized.
This addition aims to enhance performance and compatibility on platforms where
Direct3D 12 is prevalent, such as Windows and Xbox. However, Vulkan and OpenGL
will continue as the default rendering drivers on all platforms, including Windows.
Expand Down Expand Up @@ -369,14 +368,13 @@ And that's it! Your game should work in multiple resolutions.

## When is the next release of Redot out?

When it's ready! See [abt_release_policy_when_is_next_release_out](abt_release_policy_when_is_next_release_out) for more
information.
We have a release once per quarter, or every 3 months.
Please see our [Release Policy](abt_release_policy) for more information.

## Which Redot version should I use for a new project?

We recommend using Redot 4.x for new projects, but depending on the feature set
you need, it may be better to use 3.x instead. See
[abt_release_policy_which_version_should_i_use](abt_release_policy_which_version_should_i_use) for more information.
We recommend using the latest stable version for new projects. Please see the [Downloads](https://www.redotengine.org/download)
page on our website.

## Should I upgrade my project to use new Redot versions?

Expand All @@ -394,18 +392,18 @@ Awesome! As an open source project, Redot thrives off of the innovation and
the ambition of developers like you.

The best way to start contributing to Redot is by using it and reporting
any [issues ](https://github.com/redot-engine/redot-engine/issues) that you might experience.
any [issues](https://github.com/redot-engine/redot-engine/issues) that you might experience.
A good bug report with clear reproduction steps helps your fellow contributors
fix bugs quickly and efficiently. You can also report issues you find in the
[online documentation ](https://github.com/redot-engine/redot-docs-site/issues).
[online documentation](https://github.com/redot-engine/redot-docs-site/issues).

If you feel ready to submit your first PR, pick any issue that resonates with you from
one of the links above and try your hand at fixing it. You will need to learn how to
compile the engine from sources, or how to build the documentation. You also need to
get familiar with Git, a version control system that Redot developers use.

We explain how to work with the engine source, how to edit the documentation, and
what other ways to contribute are there in our [documentation for contributors ](doc_ways_to_contribute).
what other ways to contribute are there in our [documentation for contributors](doc_ways_to_contribute).

## I have a great idea for Redot. How can I share it?

Expand All @@ -415,23 +413,23 @@ you might face while working on your project are a great data point for us when
engine enhancements.

If you experience a usability problem or are missing a feature in the current version of
Redot, start by discussing it with our [community ](https://redotengine.org/community/).
Redot, start by discussing it with our [community](https://redotengine.org/community/).
There may be other, perhaps better, ways to achieve the desired result that community members
could suggest. And you can learn if other users experience the same issue, and figure out
a good solution together.

If you come up with a well-defined idea for the engine, feel free to open a
[proposal issue ](https://github.com/redot-engine/redot-proposals/issues).
[proposal issue](https://github.com/redot-engine/redot-proposals/issues).
Try to be specific and concrete while describing your problem and your proposed
solution — only actionable proposals can be considered. It is not required, but
if you want to implement it yourself, that's always appreciated!

If you only have a general idea without specific details, you can open a
[proposal discussion ](https://github.com/redot-engine/redot-proposals/discussions).
[proposal discussion](https://github.com/redot-engine/redot-proposals/discussions).
These can be anything you want, and allow for a free-form discussion in search of
a solution. Once you find one, a proposal issue can be opened.

Please, read the [readme ](https://github.com/redot-engine/redot-proposals/blob/master/README.md)
Please, read the [readme](https://github.com/redot-engine/redot-proposals/blob/master/README.md)
document before creating a proposal to learn more about the process.

## Is it possible to use Redot to create non-game applications?
Expand All @@ -440,11 +438,11 @@ Yes! Redot features an extensive built-in UI system, and its small distribution
size can make it a suitable alternative to frameworks like Electron or Qt.

When creating a non-game application, make sure to enable
[low-processor mode ](/docs/Classes/ProjectSettings_property_application/run/low_processor_mode)
[low-processor mode](/docs/Classes/ProjectSettings_property_application/run/low_processor_mode)
in the Project Settings to decrease CPU and GPU usage.

Check out [Material Maker ](https://github.com/RodZill4/material-maker)_ and
[Pixelorama ](https://github.com/Orama-Interactive/Pixelorama)_ for examples of
Check out [Material Maker](https://github.com/RodZill4/material-maker)_ and
[Pixelorama](https://github.com/Orama-Interactive/Pixelorama)_ for examples of
open source applications made with Redot.

## Is it possible to use Redot as a library?
Expand Down Expand Up @@ -474,13 +472,13 @@ have to deal with the LGPL licensing caveats that come with GTK or Qt. Lastly,
this means Redot is "eating its own dog food" since the editor itself is one of
the most complex users of Redot's UI system.

This custom UI toolkit [can't be used as a library ](abt_faq_use_Redot_as_library),
This custom UI toolkit [can't be used as a library](abt_faq_use_Redot_as_library),
but you can still
[use Redot to create non-game applications by using the editor ](abt_faq_non_game_applications).
[use Redot to create non-game applications by using the editor](abt_faq_non_game_applications).

## Why does Redot use the SCons build system?

Redot uses the [SCons ](https://www.scons.org/)_ build system. There are no
Redot uses the [SCons](https://www.scons.org/)_ build system. There are no
plans to switch to a different build system in the near future. There are many
reasons why we have chosen SCons over other alternatives. For example:

Expand All @@ -494,7 +492,7 @@ reasons why we have chosen SCons over other alternatives. For example:
configurations, additions, removals etc.
- Redot's build process is not simple. Several files are generated by
code (binders), others are parsed (shaders), and others need to offer
customization ([modules ](../Contributing/Development/core_and_modules/custom_modules_in_cpp.md)). This requires
customization ([modules](../Contributing/Development/core_and_modules/custom_modules_in_cpp.md)). This requires
complex logic which is easier to write in an actual programming language (like Python)
rather than using a mostly macro-based language only meant for building.
- Redot's build process makes heavy use of cross-compiling tools. Each
Expand Down Expand Up @@ -543,7 +541,7 @@ by creating child Nodes with individual scripts. These nodes can then be added a
removed at runtime to dynamically add and remove behaviors.

More information about Redot's design choices can be found in
[this article ](https://godotengine.org/article/why-isnt-godot-ecs-based-game-engine)_.
[this article](https://godotengine.org/article/why-isnt-godot-ecs-based-game-engine).
Comment thread
coderabbitai[bot] marked this conversation as resolved.

## Why does Redot not force users to implement DOD (Data-Oriented Design)?

Expand All @@ -570,4 +568,4 @@ See [doc_ways_to_contribute](doc_ways_to_contribute).

## Who is working on Redot? How can I contact you?

See the corresponding page on the [Redot website ](https://redotengine.org/contact).
See the corresponding page on the [Redot website](https://redotengine.org/contact).
Loading
Loading